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Cohzach

68
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A member registered Sep 07, 2023 · View creator page →

Creator of

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Thanks!
Indeed you can't (:

We took the road less traveled by and that has made all the difference.

You're getting close!
Three may succeed where two have failed.

Thanks a lot for the great feedback, we're glad you enjoyed the game!

Thanks for sharing your experience with the game!
The controls definitely take some time to get used to.

Thanks!
Some tasks can't be achieved by a single person... (:

Haha, this guy gets it (:
Yeah, the choice of controls was done to try and apply the theme of the jam to more abstract concepts. We tried to make the player not trusting their own intuition, reflexes and their very next step in a way that may be frustrating at times, but hopefully eventually rewarding .

We're already at work on the next version, so more content (sounds included) are coming.

Thanks a lot for the feedback!

Thanks for spending eternity in our asylum! We're glad to hear that you managed to escape intact (:

Ha, thanks!
More whacky tunes to come in future versions!

Hi, thanks for the feedback and sharing your experience with the game!

Hi, thanks for the detailed feedback, much appreciated!
If we managed to make some of our players mad during their visit to our little asylum,  it's an achievement by itself (:

I understand the frustration regarding the controls, this is a part of the game's challenge and general theme, and probably not everybody's cup of tea, but 'not trusting' our initial gaming reflexes and intuition is what we were aiming for with it. We will add controller support and WASD in the next version, but keep in mind that those will require the same mental adjustments.

As for the other issues:
- The lack of walls is intentional, but the design of the level and additional levels may vary, so having some walls at certain areas is an option.
- I agree with your note about checkpoints, we didn't manage to implement them in the timeframe of the jam, but they will be there in future versions.
- Regarding having certain elements interactable and other not and having to take risks to find out, this is a part of the theme of the game and the jam and general.
- The Comma and period keys are used to switch the order of the party members if you have more than one party member (they don't do anything when there's only one character). The other one is Backspace, not Enter, and it is used to leave party members behind.
- As for the hopping sound, your suggestion is already implemented in the game - as there are several audio clips for hopping and for landing, and the same sound never plays twice in a row. I will double check that anyway.

Thanks for the great feedback!
Yeah, bridging to the gap between a "top down" keyboard and isometric perspective takes some time, but it's a part of the challenge of the game, and I'm happy to hear you got it down.
We're already working on the next version, and even though it'll take a while for the full version to come out, considering our plans, we'll definitely keep gradually updating and modifying the game.

Thanks, really glad to hear that!
We're already hard at work on the next version (:

Thanks for the feedback!
Yeah, the mental adjustments required for remapping top down controls to isometric environment is quite challenging and confusing, but it is a part of our take on the 'trust no one theme'. Our immediate reflexes and intuitions are not to be trusted (:

Thank ya!

Hi, Thank you!

Hi, thanks for the honest feedback!
The idea with the pudding is that the main character can recruit other characters but can't interact with items, while Dumbo (the 2nd character) can pick up items but won't interact with other characters, therefore - giving the pudding should be done by interacting through the main character. I agree that it isn't very clear at the moment, requires some experiencing and will be emphasized more in the next update of the game, once the voting period is over.
As for the core mechanic, to each his own I guess (:

Thanks for the kind feedback, appgreciated!
We're already at work on expanding the game, so more content coming soon (:

Hi, thanks for the feedback!

Thanks a lot for the detailed feedback!
The reference for Aronofsky's Pi is an interesting one, as it works both in regards to the palette as well as the general paranoia (:
And yeah, we're working on a couple of tweaks and additions such as checkpoints, extra dialogs and others, so stay tuned.

P.S - cool profile pic!

Thanks for the kind feedback!
As for the companion, try thinking what a character that doesn't have their hands tied could achieve...

Thanks a lot for the feedback!

I really enjoyed this one, it is very skillfully made and the atmosphere is just right as the aesthetic decisions all combine to create an eerie, Inscryption-esque/Undertale-like experience.
I have two main critics though:
A. There is no surprise/turning point in the story. The direction of the plot is quite clear from the get-go and it keeps on progressing in that path without any new twists or reveals.
B. For me, it leans a bit too much on being an interactive story/experience rather than a game. By which I mean there isn't really much of a challenge the player needs to overcome. Just walk around, pick some flowers occasionalyand progress the dialogue. I do think that using 'Simon Says' as a game mechanic is clever and has a lot of untapped potential as a game mechanic.
Of course this is a matter of taste and preference, and doesn't detract from the highlights the game already achieved, and accomplishing it in the timeframe of a jam is impressive.
Well done.

Hi there, thanks for the feedback and thanks a bunch for uploading the gameplay video, it's always useful (and fun!) seeing others experiencing the game.
You actually came quite close to winning, if only you'd approach Nancique with the General after picking up the pudding with Dumbo... (:
Yeah, playing with that sort of keyboard sounds nasty, it's like a custom made Hard-Mode especially for our game. Adding key-binding or at-least alternative keys is a good idea, and we'll probably add it after the voting period is over (although we would need to somehow adjust the signs of the floating keyboard instructions for it).
 

Thanks a-lot for the feedback!
With 'second level' you mean the room with the additional keyboard instructions? Yeah, controlling more characters gets even trickier (:
I agree about the checkpoints/respawning, we'll probably implement some version of it after the voting period of the jam.
Godspeed!

Hi, thanks for the feedback! Glad we were able to reach you with the game even though it isn't your go-to genre (:

Hi, thanks a lot for the feedback! That's exactly the feeling we were aiming at (:
And regarding the possibility checkpoints, that's a solid point. We'll probably modify the location of respawns/restarts in future versions. 

Thanks!
I'm glad you enjoyed the game and congrats on finishing it despite the challenging navigation with multiple characters.

Thanks for the feedback!
You're right, but navigating a non-stopping chain in a prison with no walls is a main part of the challenge. Practice makes perfect (:
As for the second arrow, it is **spoiler** backspace.

Thanks for the feedback!

Great game! Clever concept, and good, satisfying puzzles.

I liked the mechanics, the aesthetics and the general atmosphere and feel of the game.
I would suggest an isometric game that instructs the player through the use of cardinal directions needs to show some representation of compass so that the player will know if the directions are top-down or tilted isometrically. 

Ha, I like the visual style of this one, The general atmosphere is quite unique.

Haha, thanks for the feedback!
As a hint, Dumbo can do stuff the General can't (:

A clever idea and fun execution, I enjoyed this game.
Some critic: I think that the sound effects are overwhelming and and a little annoying, especially the part they say when you pick them up. Either go with gibberish or a real language, not both - less is more (:

A clever execution of the concept - I like the the game loop you've created here of switching between detecting targets, pick pocketing and vanishing in the crowds to reduce heat. I think that the difficulty could use some balancing, as it was fairly easy to win, but the concept and mechanics are very good, well done.

A unique concept and take on the theme.
There are a few pitfalls that just are undetectable by any sense, so you just need to memorize them, which I'm not sure is beneficiary to the concept of the game. But other than these, very creative take, and good general experience.

A fun and well-made roguelite bullet-hell ! I dunno why, but the walking animation is hilarious, and the mimic mechanic is cool. I would like some mini-bosses from time to time to avoid things becoming too monotonous, and maybe the mimics could wait until you get closer and then charge at you to add extra tnesion, but all in all - very fun game, I enjoyed it.

Cool concept. Kinda reminiscent of Papers Please and other games in the genre.  I do think that focusing on detecting fakes and scams (like the parts with the AI resumes) rather than check-listing the "dry" parameters is where the game is at its best and more accurate regarding the theme of the jam.